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-- Andy Akins
Iowa State University
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Warrior Kit: Weapon Master
Description:
The Weapon Master is based upon the character
Garet Jax, from the novel "The Wishsong of Shannara" by Terry
Brooks. The Weapon Master has devoted him/herself totally to
the art of personal combat - nothing else matters. Weapon Masters
are monks of a sort, they follow a strict training schedule that
leaves them no time for anything else.
Because of the strength of will necessary to follow
this career, Weapon masters require a wisdom and intelligence
of 14, and they must be lawful. Because of the complexity of
the skills they learn, a dexterity of 16 or higher is also
required.
Also, only Fighters may become Weapon Masters. Paladins
and Rangers cannot devote the time necessary, they must also
concentrate on their class skills (Tracking, Turning, Spell
Casting, etc....)
Role:
Weapon Masters fill a unique niche in society. They
serve no man, and are not a member of any standing army. They
are not mercenaries: money means very little to them. They have
no time for politics, and so they never become involved in petty
squables.
Weapon Masters have only one goal - to improve themselves.
This becomes increasing difficult over time, and many Weapon
Masters become cynical after many years. They tend to side with
the underdogs of combat, because it is more challenging.
Most Weapon Masters do not advertise their skill, they
have no desire to be accosted by apprentices or people who "need"
their help.
Secondary Skills:
If you are using the Secondary Skills system, the Weapon
master must choose from the following list: Bowyer/Fletcher,
Weaponsmith.
Weapon Proficiencies:
See Special Benefits.
Non-Weapon Proficiencies:
Bonus Proficiencies: Blind Fighting, Ambidexterity.
Recommended: (General) Direction Sense, Fire-Building,
Fishing, Swimming, Weather Sense, (Rogue) Jumping, Tumbling,
(Warrior) Bowyer/Fletcher, Endurance, Hunting, Running, Set
Snares, Survival, Tracking, Weaponsmithing
Equipment:
The Weapons Master has less gold to spend than other
fighters (see Wealth Options, below), but may spend it on anything.
However, note the special hindrances given below.
Special Benefits:
The Weapons Master is throughly skilled with weapons. They
gain one extra weapon proficiency every level - this includes levels
in which they would normally get no weapon proficiency. They can also
use their non-weapon proficiencies as weapon proficiencies.
Weapon Masters cannot wear armor (see Special Hindrances,
below), however, their combat ability improves in such a way that
they are able to block many attacks. A Weapon Master is able to
AUTOMATICALLY parry any one melee attack - however, this uses up one
of their attacks. They can do this without declairing their intentions
to do so at the beginning of the round, and they can do this any number
of times in a round (up to the number of remaining attacks). If using
a polearm, they can also use this ability to block attacks not aimed
directly at them.
Weapon Masters have bonus attacks - they use the following
table to determine the numbe of attacks per round. If they completely
specialize in a weapon (by spending the points), they gain an
additional attack bonus of one row on the table:
Weapon Master Attacks per Round:
LtHvThrThr
LevelMeleeXBowXBowDagDartOther
1-53/21/11/23/14/13/2
6-102/13/21/14/15/12/1
11-155/22/13/25/16/15/2
16-203/15/22/16/17/13/1
21-257/23/15/27/18/17/2
26-304/17/23/18/19/14/1
30+9/24/17/29/110/19/2
Weapon Masters slowly gain the ability to affect creatures
that are normally affected only by magical weapons. This is summarized
in the following chart:
LevelCan Hit
5-9+1
10-14+2
15-19+3
20-24+4
25++5
These bonuses do not affect the actual roll to hit, nor do they
affect damage rolled.
If an optional fumble system is being used (usually, a natural
one rolled on a to hit roll), the Weapon Master makes a dexterity check
when one occurs. If the Weapon Master makes the check, the fumble does
not occur.
Finally, a Weapon Master gains a +2 reaction with Warriors -
they are impressed by his/her fighting prowess.
Special Hindrances:
With all of these impressive abilities, Weapon Masters have
many hindrances.
Weapon Masters are wanderers, and never stay in one place.
Thus, they can only keep possessions that they can carry on their
person. They cannot store items in other places, nor can they use pack
animals (or NPCs) to carry items/wealth.
Weapon Masters are not good conversationalists. They have a -3
on all reaction rolls with people who are not Warriors.
Weapon Masters cannot wear any armor or use any shield.
Weapon Masters spend almost all of their time learning weapons,
and so they do not have thhe time to pick up non-weapon proficiencies.
As a result, they pay one extra proficiency slot for each non-weapon
proficiency picked except for the following: All Warrior Skills, Jumping,
and Tumbling. Note that this slot is in addition to any slot that is
required because of selecting a non-warrior non-general skill (i.e., it
would cost a Weapon Master 4 slots to learn Herbalism).
Weapon Masters concentrate on skill and technique, rather than
brute bashing. As a result, they do not get to use strength modifiers
for to-hit rolls or damage - either their own or strength granted by
magical item or spell.
Weapon Masters cannot gain followers (even though many may offer
to join with a Weapon Master, he/she does not have the time to deal
with such henchmen).
Weapon Masters cannot be multi-classed. If a Weapon Master
should happen to become a dual-class character, they lose all of the
Weapon Master benefits, becoming normal fighters. They do, however,
keep all of the previously learned proficiencies/specializations.
Wealth Options:
Weapon Masters are not as concerned with wealth as other
characters are - they start the game with half the funds that a normal
fighter would possess (5d4x5 gp).
Races:
Halflings cannot be Weapon Masters - they do not possess the
drive that is neccessary to become one. All other races are acceptable.
ÿ